well the most basic method which works good in most cases is to model it as simple polygons. Then apply a shell modifier (3ds max) or sth similar to give it thickness and then apply some subdivision (e.g. turbosmooth in max) to make it smooth and round the edges. The are more ways to do it of course ...
sal, after working on it all day everyday, I usually don't get around to playing much at home. We have lots of internal playtests that fill my BF2 needs:) But I'll probably hit the servers a bit once special forces comes out. Thanks for the tip.
Congratulations, looks very nice and modern (especially when you compare it to the old one, which looked a bit like sth running on a WIN 95 machine). I could live with the current spacing and font size & I like the white space. Looks overall cleaner in my opinion. :)
I have also started developing another 5 sils. This time spending much more time on each one to establish colour and add more detail. Got the first two mostly completed and just want to get some opinions on this style before i advance much further.
You're best using FBX as a format, not OBJ. OBJ doesn't store any material information, that's stored in a separate MTL file that I don't think Unity imports. Import your textured into Unity first and then import your model and it should pick up and apply most of the textures correctly.
I remember finding out about this guy a year or so ago. I find it hard to believe that this guy is for real. The "Tra la la" video seemed like it was an SNL skit or something . "Ohh you touch my tra la la... mmm, my ding ding dong."
Hello polycount users! The SDL Project is looking for character modellers for an upcoming indy fighting game based around the Samurai Dueler's League community at deviantart. The job is model by model and there will be 20 models needed in all, as well as various animations. If interested, please send a private message or…
"a sky with clouds texture" Do you work in a game engine? In 99% of them skybox textures require special "tiling". Wrapping around or sth. like that; I don't remember, it should be in material/shader. For instance: http://docs.unity3d.com/Manual/HOWTO-UseSkybox.html Wrap mode here, I believe.
That little stick is just a variation on the transpose tool in zb. That was the reasoning behind it when it was implemented as the pose tool. As an actual transform gizmo I have no idea wtf that same manipulator is being used. It should just be the same as any other multi-transform manipulator with pos/rot/scl handles.
yeah.. the thing is, as far as i know, there arn't any job offers "Prop Artist", i thought Environment Artist would fit the best. Or should i write sth. like "Environment and Prop Artist" or "3D Artist" ?? @Aigik: hmm .. you are right. i think i'll redo the screenshots.